﻿#if CONVERT_MODELS
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using static MCSkin3D.ModelLoader;

namespace MCSkin3D.Models.Convert
{
	public class ModelBlaze : ModelBase
	{
		/** The sticks that fly around the Blaze. */
		private ModelRenderer[] blazeSticks = new ModelRenderer[12];
		private ModelRenderer blazeHead;

		public ModelBlaze()
		{
			for (int i = 0; i < this.blazeSticks.Length; ++i)
			{
				this.blazeSticks[i] = new ModelRenderer(this, 0, 16, ModelPart.Chest);
				this.blazeSticks[i].addBox(0.0F, 0.0F, 0.0F, 2, 8, 2, "Stick");
			}

			this.blazeHead = new ModelRenderer(this, 0, 0, ModelPart.Head);
			this.blazeHead.addBox(-4.0F, -4.0F, -4.0F, 8, 8, 8, "Head");
		}

#if RENDER
		/**
		 * Sets the models various rotation angles then renders the model.
		 */
		public void render(Entity entityIn, float p_78088_2_, float p_78088_3_, float p_78088_4_, float p_78088_5_, float p_78088_6_, float scale)
		{
			this.setRotationAngles(p_78088_2_, p_78088_3_, p_78088_4_, p_78088_5_, p_78088_6_, scale, entityIn);
			this.blazeHead.render(scale);

			for (int i = 0; i < this.blazeSticks.length; ++i)
			{
				this.blazeSticks[i].render(scale);
			}
		}
#endif

		/**
		 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
		 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
		 * "far" arms and legs can swing at most.
		 */
		public void setRotationAngles(float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scaleFactor, Entity entityIn)
		{
			float f = ageInTicks * (float)Math.PI * -0.1F;

			for (int i = 0; i < 4; ++i)
			{
				this.blazeSticks[i].rotationPointY = -2.0F + MathHelper.cos(((float)(i * 2) + ageInTicks) * 0.25F);
				this.blazeSticks[i].rotationPointX = MathHelper.cos(f) * 9.0F;
				this.blazeSticks[i].rotationPointZ = MathHelper.sin(f) * 9.0F;
				++f;
			}

			f = ((float)Math.PI / 4F) + ageInTicks * (float)Math.PI * 0.03F;

			for (int j = 4; j < 8; ++j)
			{
				this.blazeSticks[j].rotationPointY = 2.0F + MathHelper.cos(((float)(j * 2) + ageInTicks) * 0.25F);
				this.blazeSticks[j].rotationPointX = MathHelper.cos(f) * 7.0F;
				this.blazeSticks[j].rotationPointZ = MathHelper.sin(f) * 7.0F;
				++f;
			}

			f = 0.47123894F + ageInTicks * (float)Math.PI * -0.05F;

			for (int k = 8; k < 12; ++k)
			{
				this.blazeSticks[k].rotationPointY = 11.0F + MathHelper.cos(((float)k * 1.5F + ageInTicks) * 0.5F);
				this.blazeSticks[k].rotationPointX = MathHelper.cos(f) * 5.0F;
				this.blazeSticks[k].rotationPointZ = MathHelper.sin(f) * 5.0F;
				++f;
			}

			this.blazeHead.rotateAngleY = netHeadYaw * 0.017453292F;
			this.blazeHead.rotateAngleX = headPitch * 0.017453292F;
		}
	}
}
#endif